﻿// Decompiled with JetBrains decompiler
// Type: UnityEngine.Experimental.GlobalIllumination.PointLight
// Assembly: UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null
// MVID: E6AE6B5A-2752-4B07-9528-C8B77C62CE79
// Assembly location: C:\Users\windys\Unity\2021.3.39f1c1\Editor\Data\Managed\UnityEngine\UnityEngine.CoreModule.dll
// XML documentation location: C:\Users\windys\Unity\2021.3.39f1c1\Editor\Data\Managed\UnityEngine\UnityEngine.CoreModule.xml

#nullable disable
namespace UnityEngine.Experimental.GlobalIllumination
{
  /// <summary>
  ///   <para>A helper structure used to initialize a LightDataGI structure as a point light.</para>
  /// </summary>
  public struct PointLight
  {
    /// <summary>
    ///   <para>The light's instanceID.</para>
    /// </summary>
    public int instanceID;
    /// <summary>
    ///   <para>True if the light casts shadows, otherwise False.</para>
    /// </summary>
    public bool shadow;
    /// <summary>
    ///   <para>The lightmode.</para>
    /// </summary>
    public LightMode mode;
    /// <summary>
    ///   <para>The light's position.</para>
    /// </summary>
    public Vector3 position;
    /// <summary>
    ///   <para>The light's orientation.</para>
    /// </summary>
    public Quaternion orientation;
    /// <summary>
    ///   <para>The direct light color.</para>
    /// </summary>
    public LinearColor color;
    /// <summary>
    ///   <para>The indirect light color.</para>
    /// </summary>
    public LinearColor indirectColor;
    /// <summary>
    ///   <para>The light's range.</para>
    /// </summary>
    public float range;
    /// <summary>
    ///   <para>The light's sphere radius, influencing soft shadows.</para>
    /// </summary>
    public float sphereRadius;
    /// <summary>
    ///   <para>The falloff model to use for baking the point light.</para>
    /// </summary>
    public FalloffType falloff;
  }
}
